Skip to main content
All guides

Marketing

Marketing Your Game in China: Channels, Timing and Cost

Chinese players discover PC games on Heybox, Bilibili, Douyin and Xiaohongshu, not on Discord, Reddit or the Steam forums, and they buy around Steam events at a price they expect to be the lowest in the world. A campaign that works in China is built around those habits: a Chinese store page that says what the game is in the first seconds, creators reached with keys and a sincere message rather than a fee, a price and discount schedule fixed before launch, and someone answering Chinese reviews in Chinese from day one.

Author
EightSix Games
Revised
Reading time
10 min read

In short

  • Heybox is where the buying decision happens for Chinese Steam players. One producer put Heybox users at over 70% of his game’s sales.
  • Your Steam wishlist report undercounts China. Chinese players treat a wishlist as a bookmark and often buy without one.
  • Most indie marketing budgets in China are under ¥20,000. Creators at indie scale are reached with keys and relationships; a sponsored video from a top-100 Bilibili creator costs about ¥100,000.
  • Set the China price and the discount ladder before launch and do not change them. A Chinese review is a complaint line; answer it in Chinese within days.
  • Find the fan communities that already exist before creating anything “official”.
In this guide

01

Where Chinese PC players actually are

Chinese players cannot comfortably reach Discord, Reddit or the Steam community forums, so the channels that carry a Western game’s launch are different, and each one does a different job.

PlatformWhat it does for youWhat to put thereWhat to know
Heybox (小黑盒)The Steam companion app for Chinese buyers: news, price alerts, ratings, its own wishlist, key salesA developer account bound before any event, substantive posts (what you get for the price, why you made the decisions you made), translated patch notes, daily repliesNeeds a mainland phone number. Its rating is separate from Steam’s and harsher on price. Runs its own Steam Next Fest programme
BilibiliLong video and creators; the revealTrailer premiere, gameplay video, development diaries, a Chinese-language statement when something goes wrongTolerates a direct Steam link. Direct messages are capped at about ten a day, so conversations move to WeChat
DouyinMass reach, short vertical clips, livestreamsVertical cuts of the best moment; a small paid boost on the first revealCrowded with big studios. Viewers ask for a mobile download. Clones of PC games surface here first
XiaohongshuAwareness among newer, mostly female players; search-ledPersonal, unpolished “making of” posts and art, at least monthlyPenalises links and adverts. Does not convert directly; “avoid this” posts rank high
QQ groupThe complaint line and the fan clubOpen it months before launch; let fans run it with youGives players somewhere to raise a problem other than the review box
WeiboAnnouncements onlyPatch notes and sales milestones that media then quoteEffectively dead for a new account

Heybox users were over 70% of total sales. Without one Heybox post the game might not have reached 5,000 wishlists by launch.

Producer of a one-million-copy Chinese Steam game, writing on Heybox, June 2026

Treat that figure with the caution it deserves (he was thanking Heybox users on Heybox), but the direction is confirmed by GameDiscoverCo’s own look at the platform (Inside the Chinese Steam companion, April 2026). If you do one thing before launch, bind a Heybox developer account and post something with substance on it.

02

Make the store page do the work

The Steam page is the conversion point for every channel above, and a page-only translation with no promotion still gave one developer about 7% of demo players from China. Get it right before you pay to send anyone there.

  • A Simplified Chinese store page and Simplified Chinese in the game. Steam lists them separately (Steamworks localisation), and players check both.
  • A Chinese title on the capsule. An English-only capsule reads as “no Chinese support”, whatever the language list says.
  • Chinese subtitles on every video, 15 to 20% larger than the English ones, because most viewing is on phones.
  • Say plainly what the game is in the first seconds of the trailer. Chinese players are impatient with riddles.
  • A Mainland Simplified Chinese font licensed for commercial use, such as Source Han Sans (思源黑体). Commercial Chinese fonts can cost over $10,000, and the wrong font order substitutes Japanese glyphs for Chinese ones.
  • A Chinese contact line on the page. Never send Chinese fans to Discord.

Then ask someone unfamiliar with the game to read the Chinese page and describe what they think they will do in it. If the answer differs from the campaign pitch, fix the page first.

03

Price and discounts: decide once

China expects to be the cheapest region on Steam, and price moves after launch are punished in the one place that matters most, the Heybox rating. Valve’s suggested China price has sat at roughly 59 to 63% of the US price; its pricing tool changed on 28 March 2026 to offer three conversion methods, and the straight exchange-rate method overprices China by a wide margin (GamingOnLinux; GameDiscoverCo). Indies mostly follow Valve’s suggestion; large publishers price above it.

Purchases bunch around Steam events: festivals, seasonal sales and Next Fest. Steam only emails wishlisters about a discount of 20% or more (Steamworks pricing), and Spring Festival is the peak, with China’s Steam user count roughly doubling in February. Write the discount ladder for the first year before launch, line creator content and Heybox price alerts up with it, and leave it alone.

04

Creators: keys and sincerity beat budgets at indie scale

Most indie marketing budgets in China are under ¥20,000, and ¥20,000 to ¥100,000 counts as high. Against that, one sponsored video from a top-100 Bilibili creator costs about ¥100,000, and creators with over a million followers quote ¥80,000 and up. No public rate card exists in either language for 2024 to 2026; the figures above are from Chinese agencies and trade press, and a real quote has to come from a partner.

So at indie scale creators are reached, not bought. Reply rates to direct messages range from under 1% to around 40%, and the difference is a sincere, specific message in Chinese, sent from the studio’s own Bilibili account, that says plainly you cannot pay a commercial rate. Mid-size creators in your genre will often cover for a key; large ones only do paid work. One developer who tried sponsoring streamers concluded it “was not worth the effort, just send keys”.

What a creator brief needs: the playable build, the moment worth showing, approved assets, disclosure requirements, an embargo date (the day before launch, so explainer videos land together), and what you will report back. Separate paid placements from outreach where coverage is not guaranteed, and do not let “we know this creator” become a contracted deliverable without evidence.

05

A timeline that matches how China buys

WhenDoWhy
Five months or more before launchChinese store page and title live; Heybox and Bilibili accounts opened and bound; QQ group started; existing fan groups mappedAccounts take time to bind and grow. A QQ group started five months out reached nearly 3,000 members for one small team
At the revealTrailer premiere on Bilibili; spend any small paid budget boosting that first video; give the trailer to creators early under embargoThe reveal is the one moment paid reach is worth buying
Demo and Next FestChinese demo ready; join Heybox’s own Next Fest programme; reply in Chinese during the weekChinese players have taken the majority of Next Fest traffic for some Western games
Three to four weeks before launchMap creators who covered similar games, contact them in Chinese, send keys, set an embargo for the day before launchOne strategy game got 49 videos from 20 creators in seven days and 4,000 wishlists in two days this way
Launch weekLaunch discount fixed in advance; someone reading Chinese reviews daily from day one; connectivity tested from the mainlandNegatives cluster on days three to six (触乐, 2024). Servers unreachable from China produce refunds, not reviews
First sale windowCreator content, Heybox price alerts and the discount in the same windowPurchases bunch around events; China shares of sales have grown over several months of this

06

Reviews: a complaint line, not a verdict

Because Chinese players cannot easily reach your forums, the Steam review box is how they talk to you. Scores run lower in Chinese (six of ten big sellers sampled by 触乐 were 10 to 40 points lower), negatives bunch in the first week, and many flip once the problem is fixed. Since August 2025 Steam shows a separate score per language once a game has 2,000 reviews overall and 200 in that language (Valve via GamingOnLinux), so a Chinese slump is visible on its own, and so is a recovery.

What recovered a review waveWhat made it worse
A Chinese-language statement from the studio’s own account on Bilibili (Mega Crit, Slay the Spire 2, after a balance patch sent the Chinese score to 56% against 95% in English)A public remark that reads as blaming Chinese players
Adopting the fans’ own translation, or hiring the fan group that made it (Team Cherry with Hollow Knight: Silksong; Weather Factory with Book of Hours)“Our score would be 91% without China”
Replying to every negative review and messaging reviewers; one small game went from Mixed to Mostly Positive in five daysMuting Chinese speakers in global chat (one idle game sat at 46% positive nine months on)
A QQ group so there is somewhere else to complain, and a flurry of visible patches (one farming game shipped 18 updates in a month)An apology that contradicts an earlier statement

The recurring triggers, in the order they recur: a balance nerf in early access, forced accounts or region locks, controls and onboarding, translation register rather than accuracy, silent changes to an existing translation, a promised language that is missing, price, and any remark about Chinese players. “Sincerity” (诚意) in Chinese reviews means willingness to listen, fix and compensate, not production values.

07

Report outcomes with their limits

Steam UTM reporting can connect tagged store-page visits with some subsequent actions, but it does not capture every path from a Chinese app to Steam, and Valve documents its logged-in tracking and attribution gaps (Steamworks UTM analytics). Save your sales, wishlist and traffic position before activity starts. Then compare delivery (links, creative versions, dates), tracked actions, regional sales and wishlist movement from Steamworks, Heybox follows and rating, and player feedback.

Treat the relationship between those signals as an interpretation, not proof of incremental revenue. If the release date, discount or build changed during the test, say so in the report, or the next one will credit the campaign for something it did not cause. End with what to repeat, change or stop, and the evidence for that choice.

EightSix reviews the brief and the reporting with you. The chosen Chinese partner delivers the local campaign; the studio keeps approval over messaging, budget commitments and the game itself. If you are choosing that partner now, start with how to choose a China publishing partner.

Q

Common questions

How much should an indie budget for China marketing?
Chinese agencies describe a typical indie budget as under ¥20,000, with ¥20,000 to ¥100,000 counting as high. At that scale creators are reached with keys and a sincere message rather than fees; one sponsored video from a top-100 Bilibili creator costs about ¥100,000 on its own. A Chinese-speaking in-house marketer runs ¥20,000 to ¥30,000 a month and a PR agency retainer about $2,000 to $3,000 a month.
Which platform matters most for a Steam game in China?
Heybox, the Steam companion app Chinese buyers use for news, price alerts and ratings. Bind a developer account (it needs a mainland phone number) before any event, post something substantive, and translate your patch notes there. Bilibili carries the trailer and creator videos; Douyin gives mass reach but is where clones appear.
Why is my Chinese review score lower than my English one?
Partly baseline: Chinese scores run lower across the board, and reviews are used as a complaint line because players cannot easily reach your forums. Negatives cluster in days three to six after launch and often flip once the problem is fixed and acknowledged in Chinese. Connectivity, translation register and price are the usual causes.

S

Sources

Figures and rules in this guide come from the following. Where a figure is a practitioner estimate rather than a published rule, the text says so.

  1. GameDiscoverCo, inside the Chinese Steam companion app (Heybox), April 2026
  2. GameDiscoverCo, does Steam have its regional pricing right?, October 2025
  3. GamingOnLinux, Valve confirms regional pricing updates, April 2026
  4. GamingOnLinux, Valve announces language-specific review scores, August 2025
  5. Valve, store and in-game localisation (Steamworks)
  6. Valve, pricing and discounts (Steamworks)
  7. Valve, UTM analytics (Steamworks)
  8. 触乐, why Chinese review scores run lower (Chinese), July 2024
  9. GameLook, Slay the Spire 2 and the Chinese review wave (Chinese), March 2026
  10. Gods vs Horrors developer post-mortem, r/gamedev, September 2025